Los Angeles, November 1 - 3

With Unity Training Day October 31

Unite LA is now sold out!

Thank you to everyone who purchased a ticket! We'll see you in LA! Contact uniteinfo@unity3d.com to be placed on the waitlist.

Get Unity Certified @ Unite LA! New sessions added!

Validate your Unity skills and earn a credential to stand out from the crowd and communicate your prowess to employers! Unite LA is now offering more Unity Certified Developer Exam sessions and as an added bonus, Unite LA attendees will receive 25% off the regular price of the certification exam! Contact uniteinfo@unity3d.com for details on how to register!

2016 Unity Awards finalists have been chosen!

We’re excited to announce that the finalists for the 2016 Unity Awards have been chosen! The Awards winners will be announced at the Unity Awards ceremony at Unite '16 Los Angeles on November 1, 2016. Be sure to cast your vote using the button below. Voting closes October 28th.

Vote!

Made With Unity Showcase Roster Announced

Interested in getting your hands on the latest Unity experiences? Then the Made With Unity Showcase is for you! Click the button below to see all 43 projects we'll be showcasing and be sure to stop by, engage with the project and meet the developers behind it!

See all 43!

Women In Gaming Speaker Series

Unite LA will play host to a very special event: a Women In Gaming lecture led by Professor Tracy Fullerton, game designer and director of the USC Games program. This free event will take place on November 2nd at the Loews Hollywood Hotel and tickets are extremely limited. Click the button below to find out more information on the event and to reserve your seat!

RSVP

Training Day: SOLD OUT

This event is now sold out. Please email uniteinfo@unity3d.com to be placed on the waitlist. The ever popular Unity Training Day is back, happening October 31st. This event is geared towards INTERMEDIATE Unity users and details on the event can be found on the Unite LA Registration page!

Training Day Details

Connect, Engage, Discover at Unite 2016 Los Angeles

Unite Los Angeles is this year’s most important gathering of artists, developers, publishers, training providers and enthusiasts interested in Unity—the market leading platform for creating video games, simulations and other interactive 3D, 2D and VR/AR content.

What's on at Unite LA

  • Unite LA offers three days of learning and networking; including advanced hands-on class tutorials, technical sessions, previews of upcoming Unity tech and of course, an incredible party!
  • It’s a great place to connect with fellow developers, engage with the Unity team and discover the latest and greatest Unity has to offer.

Loews Hollywood

For the first time ever Unite will be in Los Angeles, California at the Loews Hollywood Hotel. Nestled in the heart of Hollywood, mere steps from famous landmarks like Grauman’s Chinese Theater and the Hollywood Walk of Fame, the Loews has played host to well known entertainment award shows and tech conferences, including the Unity sponsored Vision Summit. This unique venue’s reputation and location make it a fantastic spot for Unite 2016.

Hurray for Hollywood!

Being the entertainment capital of the world means there’s no shortage of things to see and do in LA. It’s home to an incredible amount of great tech companies, famous movie studios, fantastic food and seemingly endless watering holes. Take a studio tour, eat at In N’ Out and get your picture taken with Batman all within a 1 mile radius of the Unite venue. There’s something for everyone in Los Angeles, find out more at Discover Los Angeles.

Schedule

3 days packed with high quality content

Download schedule

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10:00 AM - 11:45 AM

Unite 2016 Opening Keynote

Track: Breakout 03, Breakout 1, Breakout 2

Join us for our traditional opening keynote, in which we will share the latest details and insights about all things Unity, including new features, services ,and partnerships, and where guest speakers from the community will join us onstage to show their gorgeous content and give their unique view on creating with Unity.

Dioselin Gonsalez - Unity Technologies
Katrina Strafford - Unity Technologies
Amir Ebrahimi - Unity Technologies
Timoni West - Unity Technologies
John Riccitiello - Unity Technologies
Lucas Meijer - Unity Technologies
Joachim Ante - Unity Technologies

11:45 AM - 2:00 PM

Lunch break

Track: Breakout 03, Breakout 1, Breakout 2

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2:00 PM - 3:00 PM

Design Driven Revenue Optimization

Track: Breakout 03

Game developers face tremendous challenges building mobile games to last. To do so they must understand player behavior and accurately apply it to their monetization strategy at the right place at the right time. Learn how an indie developer, Twimler, has gone from hobbyist to a thriving game studio in just a few years by using Unity to build their games, while using Unity Analytics to gain behavioral insights which can be applied in real-time to their Unity Ads strategy. By doing so, they've increased player engagement and retention while fueling their free-to-play business.

Rambod Kermanizadeh - Unity Technologies
Stephen Sullivan - Unity Technologies
Jocelyn Shieh - Unity Technologies
Marc Tanenbaum - Unity Technologies

3:00 PM - 3:30 PM

How to Find the Talent to Build Your Next Game or Team

Track: Breakout 03

Building your next game is hard, but finding the talent to help is sometimes the biggest challenge. Discover best practices for finding talent and how to leverage Unity Connect, whether you are one person making a game, or if you are in a studio small or large. We will also share the benefits of Connect to help people in our community assist one another.

Elizabeth Brown - Unity Technologies
Anne Evans - Unity Technologies

3:30 PM - 4:00 PM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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4:00 PM - 5:00 PM

A step by step guide to making a scene that looks like the Adam demo

Track: Breakout 03

This talk will explain step by step how to setup a project, light a scene, configure shadows, and use cinematic post effects to create a final image with a quality which looks like the Adam demo.

Mathieu Muller - Unity Technologies

5:00 PM - 5:30 PM

Q&A with The Outsiders

Track: Breakout 03

In this session, The team at The Outsiders will be taking questions and demonstrating in-editor some of the techniques used to create their latest and upcoming PROJECT WIGHT.

Anders Pettersson - The Outsiders
Ben Cousins - The Outsiders

5:30 PM - 6:00 PM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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6:00 PM - 7:00 PM

Tools, Tricks and Technologies for reaching stutter free 60 FPS in INSIDE

Track: Breakout 03

Unity developers who are interested in the performance of continuously loading and unloading game assets during active gameplay without stutters. The talk will dive into the tools and technologies developed to achieve the above.

Kristian Kjems - Playdead
Erik Rodrigues Pedersen - Playdead
Søren Trautner Madsen - Playdead

7:00 PM - 8:00 PM

Pre-Awards Cocktail Reception @ The Loews Pool Deck

Track: Breakout 03, Breakout 1, Breakout 2

Join us before the Unite Awards Ceremony for a drink at the Loews Pool Deck.Catch up with your fellow attendees and relax in a fantastic LA setting! *Reminder to bring your drink tickets, they're your only way to get a beverage!

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8:00 PM - 8:30 PM

Break

8:30 PM - 9:30 PM

Unite 2016 Awards Ceremony

Track: Breakout 03

Join us as we honor the best of the best at the Unity Awards Ceremony!

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2:00 PM - 3:00 PM

Test Guided Development: How to Realize the Benefits of TDD with Unity

Track: Breakout 1

Pure Test Driven Development (TDD) does not quite work in the context of building a game with Unity. For example, it's not easy to test MonoBehaviour objects that are initialized with serialized fields in the Inspector. Some objects require testing on a native device. Nevertheless, this doesn't mean you should give up on the approach. Instead, let your development efforts be guided by testing. In this session, we build a simple game, using several tests to guide our work. We learn to use the Unity Test Tools, including NUnit and NSubstitute. This practice allows us to reap the benefits of TDD while avoiding potential pitfalls. Participants should bring their computers to follow along.

Michael Starks - Sphero

3:00 PM - 3:30 PM

Bringing Mobile Monetization out of the (Looty) Dungeon

Track: Breakout 1

When building a mobile title it's never too early to think about monetization. Taco Illuminati's Jake Sawyer talks with Unity Ads' Lauren Koester about the importance of planning your monetization strategy early in your dev process. Sawyer will share his experiences as an indie developer and what he's learned since the launch--and almost 1 million downloads--of Looty Dungeon.

Lauren Koester - Unity Technologies
Jake Sawyer - Taco Illuminati

3:30 PM - 4:00 PM

Break

4:00 PM - 5:00 PM

VR Panel: VR Technical Solutions and How They Influence Design

Track: Breakout 1

VR is here, and it's brought a truckload of new challenges with it. From locomotion to object interaction to physics, common patterns have yet to emerge for tackling them. As headaches, corner cases and systemic failures present themselves in this new medium, VR developers must be prepared to bend their design goals to the realities of engine architecture, performance and endless surprises. This panel will include case studies from each of the panelists including the technical challenges they have encountered, how they have solved them, and how these challenges have influenced the design of their games.

Elliott Mitchell - Vermont Digital Arts
Graeme Borland - Owlchemy Labs
Julie Heyde - VRUnicorns
Anton Hand - RUST LTD.
Kayla Kinnunen - Independent

5:00 PM - 5:30 PM

How to Demo VR: Come onboard with us!

Track: Breakout 1

The holodeck is real! We just need to make sure our players are brought onboard in the best way possible. If you are at an event, showing to press, or testing with new players demoing VR is a complex challenge. For many players you may be their first experience in VR! Even though your game may be polished and fun a bad orientation experience will ruin the entire demo. At Owlchemy Labs we have done thousands of VR demos and know from exhaustive testing and experience a fantastic set of guidelines to get your players into this new medium comfortably. We will guide you through how to give a VR demo on the current hardware and show you what to and more importantly what not to do! Show your Unity VR game in the best way possible, learn how to demo!

Andrew Eiche - Owlchemy Labs

5:30 PM - 6:00 PM

Break

6:00 PM - 6:30 PM

Trolls: The Cost of Doing Nothing

Track: Breakout 1

A healthy online community is awesome for user retention, so how can we make our communities better? According to Riot Games, toxicity makes users 320% more likely to quit. It's time we investigated that phrase "Love the game, hate the community." Find out what we learned from analyzing billions of chat messages, and see our solution in action with PhotonChat. You'll gain a deeper understanding of user behaviour, how it can affect the growth of a business, and how you can bring to life your vision for a gaming community that users love.

Chris Priebe - Two Hat/Community Sift

6:30 PM - 7:00 PM

What Developers Ought to Know About Customer Service

Track: Breakout 1

This session will cover the benefits of customer interaction after the release of a developers product (game, asset etc). Positive engagement with their buyers can give developers great benefits such as a high reputation, improved sales and key skills to developing their small business into something larger and more lucrative if they are proactive about managing their user base. It will feature techniques on how to talk to the customer, the benefits of liaising with users through different methods and how to handle a difficult/complex situation with an angry customer and how turning those sorts of experiences round can be a very good thing. While this isn't a technical talk, developers can take a way a lot of knowledge in how to work with customers to advance their skills in interacting with customers for their product as doing this effectively can generate further income for the developer.

Thomas Richards - Unity Technologies

2:00 PM - 2:30 PM

Mixed Reality Scenarios on HoloLens

Track: Breakout 2

In this talk, you will learn what we mean by mixed reality (MR), what MR scenarios HoloLens enables, and how to overcome common developer challenges when building MR applications.

Chris Derr - Microsoft

2:30 PM - 3:00 PM

Double your revenue - The mystery of the missing moolah

Track: Breakout 2

You have created your game.. then what? Are you aware that there is some $46billion in revenue in untapped potential markets that you could be missing out on? In this session, we share with you where the missing moolah could be, and how you could easily double your revenue with a simple integration on Unity Editor.

Jonathon Sze - CloudMoolah

3:00 PM - 3:30 PM

Bringing Job Simulator to PlayStation®VR

Track: Breakout 2

Owlchemy Labs, creators of 'Job Simulator', will share their experience bringing their multi-platform Unity title to PlayStation VR, enumerating their challenges, lessons learned, and best practices through both development and publishing. A healthy mix of PlayStation VR design tips, PS4 optimization tips, and a collection of useful notes that we wish we had known before starting the process!

Alex Schwartz - Owlchemy Labs
Devin Reimer - Owlchemy Labs

3:30 PM - 4:00 PM

Break

4:00 PM - 4:30 PM

Games for Samsung – How Indies Can Benefit When Unity and Samsung Work Together

Track: Breakout 2

In today's competitive apps' landscape, launching a new game is a challenge recognized by all developers. Please join us to learn how the "Games for Samsung with Unity" program could benefit you, the Developer, on your journey from launching a new title, to getting noticed on millions of smartphones and to acquiring a sizeable number of highly-engaged app users. During the session we'll discuss the "Games for Samsung with Unity" program's overall process including the criteria for selection, program requirements and program benefits.

Henry Komsky - Samsung

4:30 PM - 5:00 PM

Break

5:00 PM - 5:30 PM

Building a Vuforia App for HoloLens

Track: Breakout 2

Vuforia™, the leading AR platform, supports smartphones, tablets and digital eyewear including VR viewers and optical see-through devices. In this session, David Beard will provide a technical tutorial on how to build a Vuforia™ app for HoloLens.

David Beard - Vuforia

5:30 PM - 6:00 PM

Break

6:00 PM - 6:30 PM

The Rules of Rapid Prototype Development

Track: Breakout 2

Currently, it takes months, or even years, to create VR/AR applications. By learning the rules of rapid software application development, the turnaround time for prototypes can be significantly reduced. In this session, we will not worry about perfection, but rather focus on the projection of application ideas. In order to show stakeholders progress of our VR/AR development, it is essential to provide noticeably different updates. Through our experience as HoloLens developers at NASA, we have learned many tricks to quickly create new and exciting demos each and every week that intrigued rocket scientists and engineers.

Yasmeen Roumie - NASA
Cameron McKnight - NASA

6:30 PM - 7:00 PM

Static Code Analysis: Preventing Bugs and Lag Before They Happen!

Track: Breakout 2

In this talk we will cover how to use Static Code Analysis tools to improve code quality throughout the development process. We will also cover how to customize Static Code Analysis to fit teams specific needs and workflows. Finally, we will discuss how to integrate with Continuous Integration systems to give developers continuous feedback.

Vinny DaSilva - Mountain and Sea Studios

9:30 AM - 11:00 AM

Unity Roadmap Session

Track: Breakout 03

The traditional talk on Unity's plans for the future, with questions from the audience.

Lucas Meijer - Unity Technologies
Joachim Ante - Unity Technologies

11:00 AM - 11:30 AM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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11:30 AM - 12:30 PM

Building the Metaverse in the Metaverse

Track: Breakout 03

The EditorVR team will be discussing UX, input, architecture, and rendering lessons learned while putting Unity in virtual reality.

Timoni West - Unity Technologies
Dylan Urquidi - Unity Technologies
Matt Schoen - Unity Technologies
Amir Ebrahimi - Unity Technologies

12:30 PM - 1:30 PM

Lunch break

Track: Breakout 03, Breakout 1, Breakout 2

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1:30 PM - 2:30 PM

Look, holograms! - Real-World HoloLens Development with Unity

Track: Breakout 03

The year 2016 is not only the year for VR Developers but even more the year of the rising Augmented and Mixed Reality revolution. Devices like the Microsoft's HoloLens are turning science fiction movie technology into reality. In this session, Rene Schulte will talk to you about the challenges that VR and AR/MR pose, what the HoloLens is and why it's so unique compared to other existing devices and most importantly he will tell you how to develop for it. Comprehensible live demos will show how every developer can develop outstanding HoloLens solutions with Unity and be part of this computing revolution. When you leave this session, you will understand how to setup your Unity environment and what building block you need to create a compelling HoloLens application. Last, but not least, we will demonstrate some of the HoloLens applications that Rene and his team have been building since 2015, to give the viewers a sense of what can be accomplished targeting one of the most anticipated devices in a while. You will learn the challenges we faced while building HoloLens apps, how we solved them and the best practices and recommendations to avoid pit falls we run into. And you will hopefully be inspired to build your own HoloLens apps using Unity.

Rene Schulte - IdentityMine

2:30 PM - 3:00 PM

Retail Reality - The 3D content pipeline powering Wayfair's AR & VR apps

Track: Breakout 03

With a zillion products in its catalog, Wayfair's challenge venturing into VR & AR is obvious - How do you produce content at scale ? Creating an app to demonstrate the power of AR & VR in the furniture and home decor industry is just the tip of the iceberg. Discover how Wayfair applies it's e-commerce savvy engineering chops to produce it's library of 3D game ready models of furniture - an overview of the model pipeline involving 3DS Max, Unity Asset Bundles, web technologies, and scripting that powers Wayfair's AR & VR apps, and maybe your game too!

Shrenik Sadalgi - Wayfair

3:00 PM - 3:30 PM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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3:30 PM - 4:30 PM

Cinematics & Storytelling in Unity

Track: Breakout 03

Learn how Unity’s new Timeline tools can help you create powerful cinematic and interactive sequences. Get an introduction to the new Playable API and learn how to seamlessly transition from gameplay to cutscenes and back. Much more than a cinematic tool, see how to use Timelines with custom playables to create dynamic sequences in your own productions!

Adam Myhill - Unity Technologies
Sean Thompson - Unity Technologies
Mike Wuetherick - Unity Technologies

4:30 PM - 5:00 PM

Practical WebGL Advice from the Field

Track: Breakout 03

If you've ever created a WebGL game with Unity you've probably worked through issues like limited memory, loading AssetBundles, and trying to optimize. If you haven't tried Unity's WebGL build yet, then you WILL work through these issues. Unity Field Engineer, Jesse Smith, will share practical learnings from his experience helping customers with WebGL projects so that you can understand the WebGL landscape and work effectively within it to bring your games to life online.

Jesse Smith - Unity Technologies

5:00 PM - 5:30 PM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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5:30 PM - 6:30 PM

Unity for Films

Track: Breakout 03

For many years, we have dreamt of film and game to converge. Now, making films with a real-time engine is not an idea, it is a reality. This is the start of a new era for film makers. Discover the latest uses of Unity for cinematographic and animation projects, such as The Jungle Book (Digital Domain), The Gift (Marza), Mr Carton and more.

Sara Sampson - Soba Productions
Neth Nom - Soba Productions
Girish Balakrishnan - Digital Domain
Michael Olufer -
Hiroki Omae - Unity Technologies
Mathieu Muller - Unity Technologies

6:30 PM - 7:30 PM

Networking Reception @ The Eatery

Track: Breakout 03, Breakout 1, Breakout 2

Finish off your day with a drink and some conversation with Unite attendees, Unity staff and speakers. Buses for the Unite Party will start loading at 8:15pm, so enjoy your drinks but don't miss the bus! *Reminder to bring your drink tickets, they're your only way to get a beverage!

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12:30 PM - 12:30 PM

Break

9:30 AM - 10:30 AM

What Makes Great Games Great? Game Design with Gigi

Track: Breakout 1

What makes great games great? You've got your story, your art, and a fully playable version of your game! Unfortunately, your beta tests haven't gone very well. The feedback is far from what you hoped. So, let's go back to basics. There is a recipe found in every great game, from Halo to World of Warcraft to Solitaire. The recipe is built on the science of deep engagement, also known as Flow (by Mihaly Csikszentmihalyi). This talk explores the fundamentals that makes great games great - the four requirements of flow, what they mean in practical terms, and a simple way to visualize them so you never forget. Use Unity to build games. Use flow to make them great.

Curtiss Murphy - MobilityWare

10:30 AM - 11:00 AM

Multiplatform 3D Art Development for Indies

Track: Breakout 1

Learn a 3D art pipeline for indie developers with a multiplatform project and how the art impacts performance. This talk will show you how to get the best of each platform while maintaining the best art possible.

Lune Garcia Anaya - Feline Arts

11:00 AM - 11:30 AM

Break

11:30 AM - 12:00 PM

Push Button Worlds: Create runtime 3D environments from AR to desktop using Mantle

Track: Breakout 1

Planning and building 3D environments is tricky and time consuming. What if you could just 'spin one up' and take it for a joyride to test out a game or interaction idea? What about making a Pokemon Go style geolocational game where the mapping engine is handled for you? Mantle and Mantle Runtime for Unity lets you do just that. The session covers rapid prototyping a 3D space, customising your own style for a generative 3D environment and then including that custom styled environment in a runtime build. All in 30 minutes!

Dean Gifford - Mantle Technologies

12:00 PM - 12:30 PM

Building sprite sheets at runtime

Track: Breakout 1

Using Sprite Sheets brings huge gain of performance of anything rendered in 2D. But to have them you need to take all images used in the game and make Sprite Sheets before building the game for the store. This makes it hard to dynamically change look of your game, for example for some event, or to add more content when needed. If you could create Sprite Sheets in run-time out of images downloaded from the internet you will still have the same performance boost without losing that option.This talk will show you how to make all the necessary tools to have your own run-time created Sprite Sheets. Please join me and see live how we use them on Top Eleven.

Dusan Stevanovic - Nordeus

12:30 PM - 1:30 PM

Break

1:30 PM - 2:30 PM

Pallas of Vines: a Revolutionary Performance Game Pioneering Player-creation of original music in performance-based gameplay

Track: Breakout 1

This presentation will demonstrate free-form musical performance capabilities of the game Pallas of Vines. This includes player-controlled sample-manipulation, granular-sampling, synthesis, creation and control of DSP effects chains, realtime MIDI mapping, and much more. In addition, aspects of this game's story will demonstrate how musical puzzles and objectives can be created out of this performance framework.All aspects of performance are controlled through human-avatar-based gameplay, so that even non-musicians can quickly begin to explore these rich musical possibilities. Attendees will gain an in-depth insight into the vast array of musical-expression that can be offered to players and achieved in Unity.

Alexander Thumm - Lamplight Forest

2:30 PM - 3:00 PM

GPU Accelerated High Resolution Cloth Simulation Built in Unity

Track: Breakout 2

Modern GPUs are finally just barely fast enough to enable high-resolution realtime cloth simulation. I've spent the last few years building such a simulator within Unity and this talk will share some of the key lessons learned. I will start with explaining the hard technical challenges in formulating an algorithm that can take maximum advantage of the GPUs capabilities. Then, I will show how Unity can be used effectively to develop this algorithm. This will discuss both how to overcome some of the challenges of using ComputeShaders within Unity, as well as how to take advantage of some of the rapid development features in Unity to build something challenging and

Jim Hugunin - Independent

3:00 PM - 3:30 PM

Break

3:30 PM - 4:30 PM

Best Practices in Persisting Player Data on Mobile - Saving, Loading, and the Cloud

Track: Breakout 1

There are many options available to Unity developers when it comes to player data persistence, or saving & loading. In this session, we will cover what many of those options are, their tradeoffs, and some advanced techniques / best practices in saving your players data.

Kevin Messenhimer - Fiveamp
Chris Lewis - Fiveamp

4:30 PM - 5:00 PM

The Quest To Do Nothing: Automating Tools Development

Track: Breakout 1

The Unity Editor is extremely extensible, and with great power comes the opportunity to not only automate parts of the development pipeline - but even automate automation! This talk will focus on one Technical Artist's quest to automate himself out of a job. From a more extendable version of the Standard Shader to a robust and future-proof asset processor, we've built tools that are used across several simultaneous projects, ranging from Mobile to VR. Through the unique requirement to support multiple teams, the necessity to be flexible and sustainable across a number of Unity versions is paramount. With that goal in mind, we've managed to engineer some of our tools to literally update themselves.

Joseph Pasek - Schell Games

5:00 PM - 5:30 PM

Break

5:30 PM - 6:00 PM

High-Stakes Game of Business: A Billion Dollar Battleground

Track: Breakout 1

In the game of business you either win or become extinct. Global brands must explore every avenue to engage with their customers in a meaningful way. All Things Media has helped brands including Mercedes-Benz USA & Toys R Us win by creating never seen before digital experiences through Unity that have attracted customers and increased sales. In the High-Stakes Game of Business, ATM will walk the audience through our Mercedes Powerwall, Toys R Us Magic Mirror & other experiences, demonstrating how we use one code base to create multi-device experiences across android phones, bluetooth antennas, tablets, mac and PCs, & network them all through Unity. Unity is a critical tool for today's billion dollar brands and ATM will show you how.

Rob Spierenburg - All Things Media

6:00 PM - 6:30 PM

There's a Game in Your Game!

Track: Breakout 1

During this session Ales Ulm (Bohemia Interactive) is going to talk about the development of Ylands, a voxel-based sandbox game two years in the making that allows players to design and share their own adventures - custom scenarios ranging from tweaking the existing gameplay to creating different game genres. The presentation is focused on both design and technical challenges the team has encountered so far and best practices of overcoming those.

Aleš Ulm - Bohemia Interactive

9:30 AM - 10:30 AM

Hard-Launching CSR Racing 2: A Guide for Achieving World-Class Visuals on Mobile Devices

Track: Breakout 2

Launched globally in July 2016, CSR Racing 2 has enjoyed both huge player and media praise for delivering AAA-quality visuals on mobile devices. With the game already looking exceptional at the start of our soft launch, this talk will show how we pushed the visual fidelity even further, ensuring a world-class graphics pipeline that would remain competitive throughout our global release window and beyond. Presented in two halves, this talk will cover how the use of Unity in our vehicle rendering and post process effects pipelines has helped to deliver one of the best looking games on iOS and Android.

Liam Murphy - NaturalMotion Games
Scott Harber - NaturalMotion Games

10:30 AM - 11:00 AM

Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek: Bridge Crew

Track: Breakout 2

To get the most immersive experience in VR, it's crucial to take full advantage of all available resources. Many games and experiences these days put a huge emphasis on GPU work and let the many cores built-in to modern mainstream CPUs sit idle on the sideline. Luckily for us, Unity has plenty of powerful features on hand that take advantage of these available resources, providing stunning visuals with minimal performance impact on the GPU. In this talk, we'll explore how Ubisoft's Red Storm studio and Intel partnered to push immersion as far as possible in Star Trek: Bridge Crew and show you how to do the same in your game!

Cristiano Ferreira - Intel

11:00 AM - 11:30 AM

Break

11:30 AM - 12:00 PM

Developing for Facebook - Introducing a new gaming platform for Desktop PC

Track: Breakout 2

Unity and Facebook are collaborating to build new functionality into Unity that streamlines the process for exporting and publishing games onto Facebook. Facebook is introducing a new way to bring high-quality games to the PC where they can take full advantage of the native power of the CPU & GPU. In this session, we will show you how you can easily build and deploy your Unity game as well as integrate with Facebook services.

Jonas Echterhoff - Unity Technologies
Kevin Thai - Facebook

12:00 PM - 12:30 PM

NVIDIA VRWorks and Unity

Track: Breakout 2

NVIDIA will present VRWorks integration into Unity. VRWorks Graphics brings a new level of visual fidelity, performance, and responsiveness to virtual reality through the following features: Multi Resolution Shading, Lens Matched Shading, Single Pass Stereo rendering and VR SLI. Attendees will learn how VRWorks features work and how they can utilize them in their Unity projects.

Bojan Skaljak - NVIDIA

12:30 PM - 1:30 PM

Break

1:30 PM - 2:00 PM

Oculus Avatars in Unity

Track: Breakout 2

The Oculus Avatars SDK is a new developer framework from Oculus that makes it easy to add avatars to your experience that have been optimized for VR. Whether you're building the next great VR social experience, or just want to drop high quality hands into your Oculus Touch app, the Oculus Avatar SDK Unity integration will help get you up and running quickly. In this session, we'll walk through the process of setting up the SDK and show off the features of the package.

David Borel - Oculus

2:00 PM - 2:30 PM

Building AR/VR Game Environments with Mapbox & Unity

Track: Breakout 2

Mapbox powers billions of maps for the world's most innovative companies and now we’re using our extensive location tech to build the deepest set of spatial tools for Unity. We provide tools for rendering a game world based on map data at run time, and also support geocoding, directions, map matching, and datasets. Own and host your datasets with Mapbox, generate and query points of interest, and style and design your own maps. Each of these services adds important contextual aspects to gameplay and enable experimentation with spatial data in games, enabling developers to come up with new ways of blending reality with game worlds. When you have access to geospatial data of the entire world new types of gameplay become possible. During this session we'll walk through how we customized our mapping and location developer tools for Unity.

Eric Gundersen - Mapbox

2:30 PM - 3:00 PM

Input and Tracking: Mass Market ARVR Adoption is Coming Soon

Track: Breakout 2

With sales already surpassing 2 billion units, smartphones offer consumers the most accessible path to experiencing AR and VR. Current ARVR mobile technology has not yet provided natural input for body and motion tracking. Adding inside-out hand and head position tracking for mobile devices will enable the most natural mobile ARVR experiences. With this evolved input feature, mobile ARVR app and game developers will now be able to create intuitive hands-free UX for mobile ARVR. Replacing the artificial peripheral dependencies for controllers, external cameras, gloves, etc. will also help the mass market adoption towards the most natural ARVR experiences.

Yue Fei - uSens Inc.

3:00 PM - 3:30 PM

Break

3:30 PM - 4:30 PM

Understanding VR Performance

Track: Breakout 2

In this talk, we'll explain how to maximize VR performance on PC and mobile, allowing you to deliver higher-quality experiences that are smoother, more responsive, and more immersive. We will walk you through the available tools for spotting performance bottlenecks in Unity, Windows, and Android and explore solutions to common problems.

David Borel - Oculus

4:30 PM - 5:00 PM

3D Game Programmers Meet real-world Architects for VR + AR

Track: Breakout 2

Unity is not just for gamers! Learn all the ways Unity is being used for architecture and construction and taken into a Virtual Reality Environment.

Sanjay Mistry - VIMtrek

5:00 PM - 5:30 PM

Break

5:30 PM - 6:00 PM

Bringing soft and fuzzy surfaces to Unity

Track: Breakout 2

NeoFur is a real-time fur plugin for Unity that offers world-class graphics, utilizing the latest in compute shader technology for physics and drawing, and physically-based rendering for lighting and shading. Attendees will gain an understanding of why this approach was tackled in this way, how it was approached, and what it entails. A behind-the-scenes look of how the technology works is coupled with a practical look at how at easy it is to use in production.

Dane Glasgow - Neoglyphic Entertainment
Carlos Montero - Neoglyphic Entertainment

6:00 PM - 6:30 PM

Mecanim Bonsai - Lessons from Firewatch and Recore

Track: Breakout 2

Using real-world examples from Firewatch and Recore, I will go through what it takes to make shipping quality animation controllers in Mecanim. I will show how I set up a First-Person character with full body awareness and how the team at Armature set up their AI to work with a variety of body types. I will show how to use Animation Events, how to extend them with ScriptableBehaviors, and how to structure a Mecanim graph that has to last years. I will also go over several pitfalls and traps that come up when your Mecanim setup starts to get large.

William Armstrong - Unity Technologies

10:00 AM - 11:00 AM

Creative Prototyping in Unity

Track: Breakout 03

Are you exploring new user experiences or refining a conceptual design? Unity can be a great platform for prototyping. We curate the Microsoft Envisioning Center and create demonstrations telling a story of how future work styles and technology may mix. We use projects from research, traditional design mock-ups, Unity-based prototypes and third party tools to bring our vision to life. This presentation will be part show and tell, and part an exploration of ways to use Unity to creatively present your ideas—whether those are in an office environment, a design conference, or a space dedicated to telling your story. It ranges from design topics and non-technical aspects and ranges to advanced features such as multi-user multi-touch gesture handling, using UWP features and APIs not normally accessible within Unity, and using Unity Networking in a uGUI-heavy environment.

John Seghers - Microsoft
Alexander Bennett - Microsoft

11:00 AM - 11:30 AM

Shaders and Unity: Profiling and Optimization

Track: Breakout 03

Get an overview of how shaders fit into the Unity graphics pipeline and learn how to profile and optimize both vertex and fragment shaders. Will feature Unity's built in profiler and frame debugger, as well as a demo of how to use external tools such as Intel's GPA and Xcode to go even more in depth.

Asa Reed - Unity Technologies

11:30 AM - 12:00 PM

Unity Post Processing

Track: Breakout 03

Come learn whats new with Unity's Post Processing stack. We'll go over the new workflows for all the effects and even some new ones.

Corey Johnson - Unity Technologies

12:00 PM - 1:00 PM

Lunch break

Track: Breakout 03, Breakout 1, Breakout 2

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1:00 PM - 2:00 PM

Let's Talk Performance

Track: Breakout 03

Dissect the inner workings of the Unity Engine with a programmer's eye! This talk from Unity's Enterprise Support team focuses on real-world performance problems, analyzes their causes and discusses possible solutions to common pitfalls when loading content, displaying UIs or simply running a Unity game frame-to-frame.

Ian Dundore - Unity Technologies

2:00 PM - 2:30 PM

High Art > Low cost - Mobile VR tips and tricks

Track: Breakout 03

This talk will provide an informative overview of the render pipeline in Unity in relation to VR along with simplified recipes to optimise at each stage. There will be tips and tricks for working with complex AAA scenes to convert artwork for use on a range of VR platforms with varying specifications including baking environments and dynamic assets into skydomes, 360 video and LOD assets.

Olly Nicholson - Unity Technologies

2:30 PM - 3:00 PM

Coffee break

Track: Breakout 03, Breakout 1, Breakout 2

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3:00 PM - 3:30 PM

Unity Architecture in Pokémon Go

Track: Breakout 03

At Niantic Labs we face familiar game engineering challenges, as well as some unique to AR games. In Pokémon GO we had to build an architecture that could deliver gameplay that spans the entire world. In this talk I'll share our approach to scaling Unity from prototype to large, maintainable codebase.

Chris Mortonson - Niantic Labs

3:30 PM - 4:00 PM

Closing Remarks - A Fireside Chat with David Helgason

Track: Breakout 03

From looking back to the earliest days of Unity's foundation, to exploring what the future holds for the engine and its community, David will share fascinating insights, invaluable advice, and a few treasured moments from his time at the helm. Providing a chance to learn about Unity, and what it takes to make a success of what you love, the last session of Unite should prove the perfect close to our time in Los Angeles.

David Helgason - Unity Technologies
Carl Callewaert - Unity Technologies

10:00 AM - 11:00 AM

Overthrowing the MonoBehaviour Tyranny in a Glorious ScriptableObject Revolution (again)

Track: Breakout 1

Every Unity programmer is familiar with the MonoBehaviour class, but many overlook its simpler, more flexible neighbour, ScriptableObject. This session will go over ScriptableObject in detail, and work through many examples of how it might be applied in a project.

Richard Fine - Unity Technologies

11:00 AM - 12:00 PM

Building Multiplayer Games with Unity

Track: Breakout 1

Multiplayer features provide some of the biggest and most engaging gaming experiences. It is also one of the most challenging features to implement. Get a head start by attending this session. Senior Software Engineer Alexey Abramychev (Unity Technologies) will provide an in-depth understanding of Unity Multiplayer's inner workings, so you can produce efficient network code. Then, get practical advice through experience and example. Yossarian King and Richard Harrison (Blackbird Interactive, Homeworld: Deserts of Kharak) will show you how they build their game from the ground up for multiplayer: data driven systems, software architecture, game state synchronization and more.

Alexey Abramychev - Unity Technologies
Richard Harrison - Blackbird Interactive Inc.
Yossarian King - Blackbird Interactive Inc.

12:00 PM - 1:00 PM

Break

1:00 PM - 1:30 PM

Extracting Value from Unity Analytics Raw Data Export

Track: Breakout 1

Have you ever wanted to ask arbitrary questions about your game with your analytics data? For example, when tuning game difficulty, you might want to know "what is the median number of turns required to complete level 13?" With Raw Data Export you can answer these types of questions.This talk will cover tools and techniques for making effective use of Raw Data Export. We'll take a look at a specific game, Puzzle Raiders, and see how switching to Unity services simplified development. Then we'll dive into specific techniques for extracting and analyzing raw data using some custom and off-the-shelf tools.

Mark Cooke - Shiny Shoe

1:30 PM - 2:00 PM

Taking A TRIPP - Early Lessons in VR from new Indie Publisher TRIPP, Inc.

Track: Breakout 1

Game Industry veterans Zack Norman and Nanea Reeves discuss their new VR company TRIPP, Inc and their development experience with building their first VR game on Unity as well as what is next from the TRIPP team.

Peter Kennedy - Babaroga
Andreja Djokovic - Babaroga
Naena Reeves - TRIPP, Inc.
Zack Norman - TRIPP, Inc.

2:00 PM - 2:30 PM

Observations of an Accidental Community Manager

Track: Breakout 1

When one of our VR devlog videos went viral, we went from zero to Early Access overnight. We had to get up to speed really quick and on top of everything else, we had a community to manage before we even had a title for the project. This talk is about what what the first 6 months of Early Access taught me about community management, viral marketing, and game design & development.

Luke Noonan - RUST LTD.

2:30 PM - 3:00 PM

Break

3:00 PM - 3:30 PM

How to Build A Game Development Studio with Unity, Two People and Nine Hats

Track: Breakout 1

Two people with over 25 combined years of experience in game development give a master class in the three P’s: Process, Production and Project Management. In this talk they discuss their game development studio as a team of two people and the nine ‘hats’ they wear, with Unity at the core of their first development project. Attendees will take away insights into the importance of infrastructure in game development, essential planning and project management techniques, and the all-important life skill of fitting several hats on your head simultaneously.

MoJen Jenkins - The Noisemakers
Christine Brownell - Christine Brownell Creative Consulting, LLC

3:30 PM - 4:00 PM

One Year In: My Experience Publishing on the Unity Asset Store

Track: Breakout 1

I started out as an Asset Store buyer, making a complete RPG using 100% Asset Store Art. Since May of 2015 I've been selling high quality 3D Models on the Unity Asset Store in a project I call "Infinity PBR" (http://www.InfinityPBR.com). I've learned a lot in the past year, and will share as much as possible about my experiences, the financial side of things, and more. My expectations were different from reality, and I've not always made the best choices. In fact, if it were not for a couple strokes of good luck, I doubt I'd still be producing new work. Attendees will get an inside look into how I operate my art pipeline, how much I spend vs. how much I earn, and some tips and tricks to help navigate the world of Asset Store Publishing.

Andrew Slater - S.F. Bay Studios, Inc.

10:00 AM - 10:30 AM

Making Daydream real - Building for Google's new VR platform

Track: Breakout 2

Meet Daydream, Google's new platform for high-quality mobile VR. Google VR Product Manager Jess Liu will cover how to create great content for Daydream with Unity. Let's make VR for everyone.

Jessica Liu - Google VR

10:30 AM - 11:00 AM

The Evolution of Substance: Better tools, (much) more content

Track: Breakout 2

The widely-used Substance texturing suite is evolving into a full ecosystem including thousands of PBR materials and innovative techniques dedicated to the processing of scanned data. Allegorithmic's Wes McDermott will showcase the latest releases of Substance Painter and Substance Designer and how they seamlessly integrate with the Unity workflow. Wes will also walk attendants through the new PBR content offer that is now included in the Substance Live subscription and will also demonstrate Allegorithmic's latest innovations in photogrammetry data processing in order to create photorealistic environments.

Wes McDermott - Allegoritmic

11:00 AM - 12:00 PM

Technology and User Experience - Creating Immersive Interfaces and Interactions for VR and Mobile

Track: Breakout 2

This talk will introduce newer developers to design needs for User Experience on different platforms. The focus will be on two of the more common platforms - VR and mobile - but will also talk about general tips for dealing with any new unexplored hardware. User Experience covers more than just UI - it also covers how the player interacts, what actions the player does, and what they feel as a result. User Experience and User Interface are key to using new hardware effectively, and this hands-on lab will allow participants to practice new skills in creating interfaces for unique platforms.

MJ Johns - Astire Games

12:00 PM - 1:00 PM

Break

1:00 PM - 1:30 PM

Q&A with the Unity AssetBundle team

Track: Breakout 2

If you use AssetBundles, don't miss this session. Lead Engineer Stephen Palmer and others from the AssetBundle tech team want to hear from you. Bring your AssetBundle questions, stories, and feedback. Learn how others are using this feature and help drive its future direction.

Stephen Palmer - Unity Technologies

1:30 PM - 2:00 PM

Creating Together With Unity

Track: Breakout 2

Game development is a collaborative effort but the not all team members contribute directly to the Unity Project, slowing down development. See how Unity is being designed to get the entire team involved. With features like Collaborate and Cloud Build, sharing and syncing projects among all team members is easy and seamless. You will learn how teams can immediately put these features to work. You will also get a preview of what Unity is building to make collaboration even easier.

Arisa Scott - Unity Technologies

2:00 PM - 2:30 PM

Fastest way to Render 1000 Animated Cows

Track: Breakout 2

This presentation will introduce a Novel way of Rendering a Large Number of Animated Characters using the GPU. By putting animation-data in textures, the vertex shader can do all of the heavy lifting for playing animations.

Jonas Norberg - Zynga

2:30 PM - 3:00 PM

Break

3:00 PM - 4:00 PM

The Power of Procedural Meshes

Track: Breakout 2

Being able to create 3D models and surfaces on the fly is a powerful part of the Unity API that is often overlooked. Alexander Birke recently released Laser Disco Defenders that uses procedural meshes extensively and in this talk he will explain the benefits they give you. The talk will specifically cover: 1) The basics of how Unity's mesh API works, 2) Practical examples of using procedural meshes to achieve novel gameplay and aesthetics such as a 1 draw call 2D deferred lighting system, improved line rendering and highly optimized procedural levels, 3) Strategies for batching and combining imported meshes and when to use them, 4) Tips & tricks on optimizing and debugging meshes

Alexander Birke - Out Of Bounds Games

Unite Training Day

October 31st, Loews Hollywood Hotel

Our aim with this intermediate Training Day is to build on your knowledge of Unity & C#. We will take you through the techniques and concepts used to create an Adventure Game with a mixture of hands on development and lectures on the architecture of the project.

The day will be presented by Adam Buckner (Lead Trainer) and James Bouckley (Programmer), from Unity’s R&D content team.

Prerequisite Knowledge

This year’s Training Day is aimed at developers of an intermediate level, to get the most out of the day we expect attendees to be comfortable with Unity & C#. Whilst intermediate as a term is highly subjective, we suggest that you have an appreciation of the following scripting topics;

What you will Learn

This Unite’s Training project is a 3D point and click adventure game set in a mechanical futuristic world. The game will be built to production standards, but is also designed for extensibility.

We will explore the creation of editor tools that allow you to create interactable objects and how the result of these interactions can be stored and referenced. After creating the main character and setting up point and click navigation, we will go on to explore how to architect the adventure game, building interactable scenarios in which the character collects items and performs actions based on predefined conditions. In constructing several key parts of the game, you will leave the day with a solid understanding of what it takes to build time saving and genre appropriate, game design tools.

Some Practical Details

You will need to bring your laptop (Windows or OSX), power supply (including any necessary international adapters), a mouse and/or accessories you work best with. Please find Unity’s system requirements for development here. We will provide you with Unity installers for Mac & PC, as well as the assets for building your project.

Book your ticket soon, seats are limited!

The training will be done from a stage area with a large screen. Unity and community staff will be on hand to help you along throughout the day and our 2 expert presenters will endeavour to answer your questions about the material in a Q&A at the end of each phase of the training.

Hotel Accommodations

Now sold out!

Loews Hollywood Hotel

Special Unite rate sold out.

With 20 floors, the Unite hosting hotel offers views that are hard to match among Hollywood hotels. Prepare for jaw-dropping views of the fabled Hollywood Hills, the iconic Hollywood sign, the glittering lights of the city skyline and iconic L.A landmarks.

Each room features over 400 square feet of space, a well-designed workspace with an ergonomic desk chair and handy USB ports built into the furniture and a large flat screen TV.

Check-in 4:00PM
Check-out 11:00AM
WiFi Free
Price Sold out

What was it like last year?

To see all the great tips, tricks and learnings from last year, watch the past presentations from Unite Boston.

Roadmap / Wishlist

Building 2D Worlds with new 2D features in Unity

Advanced Global Illumination in Unity 5

Search Unity

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